The game is updated to version 0.1.8.0 on Desura and GamersGate, soon to be updated on Groupees as well. You'll find all the new stuff listed here and in the previous dev log.

As promised, I've added a number of new feats and psi abilities. With feats I mostly focused on melee combat and grenades, both of which were sorely lacking in that department.

In regards to new psi abilities you'll notice I've added an extra thought control ability. This means that there's now an equal number of psi abilities across all psi schools. You can learn most of the new psi abilities from the existing teachers (this might change in the future), with the exception of Bilocation for which you must look elsewhere (those who played through the whole game before will have a good idea where to go ).

So without further ado, here's the list of changes since the last dev log:

Grenadier - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.

Three-Pointer - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.

Trap Expert - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.

New psi abilities

Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.

Electrokinesis (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.

Bilocation (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.

Mental Breakdown (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.

Changes

Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.

Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.

Fixes

No longer possible to place the fishing rod on top of yourself

Game will no longer crash when attempting to disarm triggered traps

Game should work properly with windows on-screen keyboard now

Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers

Nice Game so far. But after the Game is far enough done and you have some time you should look into making the game playable without the need for the Windows Media Player. Because i refuse to install WMP but without it i cant play your marvels game.

Hey Styg, I have a question regarding the development of the game. Are you doing this as a one man team while working? If so, have you considered doing a kickstarter or indiegogo to be able to work full time on this, or hire an additional programmer/artist etc.? I absolutely love what you've done so far, and it has such potential that it'd be a shame if it is dwarfed in size simply because of work overload. You're a great developer from what I can tell, and no matter what, I wish you the best. You've made something great, and that's in this early form.

That's great to hear. I consider this one of the prime examples of what is great about indie gaming, and I really enjoy what you're creating. What are your thoughts on the current completion level of the game? I've decided to not go back until it's in late alpha at the very earliest, as I rather not become overly familiar with the story (I've 'beat' it twice now, and I fear any more and I'd make getting to new content later on a chore) or for that matter the world. I guess another way to put that question is, how large to you plan to make the game in the end? In line with the classics of yesteryear, such as Arcanum or Fallout? Or a more condensed, focused experience?

No matter the course of development, or length, I wish you the best in this endevour. Whatever your plans, I can honestly say I enjoyed my playthroughs of Underrail more than the entirity of certain D&D RPGs.

I plan to make the game world big at the very least, with lots of areas, enemies, items, etc. I always say that Underrail is a game of exploration and combat first and foremost so you can expect lots of that.

And while narrative is also important, it might not be as packed with flavor dialog, small narrative pieces and such as the classics.